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Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include "../constants.qh"
7         #include "../stats.qh"
8         #include <lib/warpzone/anglestransform.qh>
9         #include <lib/warpzone/common.qh>
10         #include <lib/warpzone/client.qh>
11         #include "../util.qh"
12         #include <client/autocvars.qh>
13         #include "../deathtypes/all.qh"
14         #include <lib/csqcmodel/interpolate.qh>
15         #include "../physics/movetypes/movetypes.qh"
16         #include <client/main.qh>
17         #include <lib/csqcmodel/cl_model.qh>
18 #elif defined(MENUQC)
19 #elif defined(SVQC)
20         #include <common/items/_mod.qh>
21         #include <lib/warpzone/anglestransform.qh>
22         #include <lib/warpzone/common.qh>
23         #include <lib/warpzone/util_server.qh>
24         #include <lib/warpzone/server.qh>
25         #include "../constants.qh"
26         #include "../stats.qh"
27         #include "../teams.qh"
28         #include <common/util.qh>
29         #include "../monsters/_mod.qh"
30         #include "config.qh"
31         #include <server/weapons/common.qh>
32         #include <server/weapons/csqcprojectile.qh>
33         #include <server/weapons/tracing.qh>
34         #include <server/items/spawning.qh>
35         #include <server/autocvars.qh>
36         #include "../notifications/all.qh"
37         #include "../deathtypes/all.qh"
38         #include <server/mutators/_mod.qh>
39         #include "../mapinfo.qh"
40         #include <server/command/_mod.qh>
41         #include <lib/csqcmodel/sv_model.qh>
42         #include <server/portals.qh>
43 #include <server/hook.qh>
44 #endif
45 #ifdef GAMEQC
46         #include "calculations.qc"
47 #endif
48 #ifdef SVQC
49         #include "config.qc"
50 #endif
51
52 #include "weapon/_mod.inc"
53
54
55 // WEAPON PLUGIN SYSTEM
56
57 WepSet _WepSet_FromWeapon(int a)
58 {
59         a -= WEP_FIRST;
60         if (REGISTRY_MAX(Weapons) > 24)
61                 if (a >= 24)
62                 {
63                         a -= 24;
64                         if (REGISTRY_MAX(Weapons) > 48)
65                                 if (a >= 24)
66                                 {
67                                         a -= 24;
68                                         return '0 0 1' * (2 ** a);
69                                 }
70                         return '0 1 0' * (2 ** a);
71                 }
72         return '1 0 0' * (2 ** a);
73 }
74 #ifdef SVQC
75         void WriteWepSet(float dst, WepSet w)
76         {
77                 if (REGISTRY_MAX(Weapons) > 48) WriteInt72_t(dst, w);
78                 else if (REGISTRY_MAX(Weapons) > 24) WriteInt48_t(dst, w);
79                 else WriteInt24_t(dst, w.x);
80         }
81 #endif
82 #ifdef CSQC
83         WepSet WepSet_GetFromStat()
84         {
85                 return STAT(WEAPONS);
86         }
87         WepSet WepSet_GetFromStat_InMap()
88         {
89                 return STAT(WEAPONSINMAP);
90         }
91         WepSet ReadWepSet()
92         {
93                 if (REGISTRY_MAX(Weapons) > 48) return ReadInt72_t();
94                 if (REGISTRY_MAX(Weapons) > 24) return ReadInt48_t();
95                 return ReadInt24_t() * '1 0 0';
96         }
97 #endif
98
99 string W_FixWeaponOrder(string order, float complete)
100 {
101         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
102 }
103 string W_NameWeaponOrder_MapFunc(string s)
104 {
105         int i = stof(s);
106         if (s == "0" || i)
107         {
108                 entity wi = REGISTRY_GET(Weapons, i);
109                 if (wi != WEP_Null) return wi.netname;
110         }
111         return s;
112 }
113
114 string W_UndeprecateName(string s)
115 {
116         switch (s)
117         {
118                 case "nex": return "vortex";
119                 case "rocketlauncher": return "devastator";
120                 case "laser": return "blaster";
121                 case "minstanex": return "vaporizer";
122                 case "grenadelauncher": return "mortar";
123                 case "uzi": return "machinegun";
124                 case "hmg": return "okhmg";
125                 case "rpc": return "okrpc";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[REGISTRY_MAX(Weapons)];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = REGISTRY_GET(Weapons, si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = REGISTRY_GET(Weapons, sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         string s = strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " ");
163         return strstrofs(s, sprintf(" %d ", si), 0)
164                 - strstrofs(s, sprintf(" %d ", sj), 0); // low char index first!
165 }
166 string W_FixWeaponOrder_BuildImpulseList(string o)
167 {
168         int i;
169         W_FixWeaponOrder_BuildImpulseList_order = o;
170         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
171                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
172         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
173                 NULL);
174         o = "";
175         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
176                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
177         W_FixWeaponOrder_BuildImpulseList_order = string_null;
178         return substring(o, 1, -1);
179 }
180
181 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
182 {
183         return W_FixWeaponOrder(order, 0);
184 }
185
186 string W_FixWeaponOrder_ForceComplete(string order)
187 {
188         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
189         return W_FixWeaponOrder(order, 1);
190 }
191
192 WepSet W_RandomWeapons(entity e, WepSet remaining, int n)
193 {
194         WepSet result = '0 0 0';
195         for (int j = 0; j < n; ++j)
196         {
197                 RandomSelection_Init();
198                 FOREACH(Weapons, it != WEP_Null, {
199                         if (remaining & (it.m_wepset))
200                                 RandomSelection_AddEnt(it, 1, 1);
201                 });
202                 Weapon w = RandomSelection_chosen_ent;
203                 result |= WepSet_FromWeapon(w);
204                 remaining &= ~WepSet_FromWeapon(w);
205         }
206         return result;
207 }
208
209 string GetAmmoPicture(int ammotype)
210 {
211         switch (ammotype)
212         {
213                 case RES_SHELLS:  return ITEM_Shells.m_icon;
214                 case RES_BULLETS: return ITEM_Bullets.m_icon;
215                 case RES_ROCKETS: return ITEM_Rockets.m_icon;
216                 case RES_CELLS:   return ITEM_Cells.m_icon;
217                 case RES_PLASMA:  return ITEM_Plasma.m_icon;
218                 case RES_FUEL:    return ITEM_JetpackFuel.m_icon;
219                 default: return "";  // wtf, no ammo type?
220         }
221 }
222
223 string GetAmmoName(int ammotype)
224 {
225         switch (ammotype)
226         {
227                 case RES_SHELLS:  return ITEM_Shells.m_name;
228                 case RES_BULLETS: return ITEM_Bullets.m_name;
229                 case RES_ROCKETS: return ITEM_Rockets.m_name;
230                 case RES_CELLS:   return ITEM_Cells.m_name;
231                 case RES_PLASMA:  return ITEM_Plasma.m_name;
232                 case RES_FUEL:    return ITEM_JetpackFuel.m_name;
233                 default:          return "batteries";
234         }
235 }
236
237 entity GetAmmoItem(int ammotype)
238 {
239         switch (ammotype)
240         {
241                 case RES_SHELLS:  return ITEM_Shells;
242                 case RES_BULLETS: return ITEM_Bullets;
243                 case RES_ROCKETS: return ITEM_Rockets;
244                 case RES_CELLS:   return ITEM_Cells;
245                 case RES_PLASMA:  return ITEM_Plasma;
246                 case RES_FUEL:    return ITEM_JetpackFuel;
247         }
248         LOG_WARNF("Invalid ammo type %d ", ammotype);
249         return NULL;
250         // WEAPONTODO: use this generic func to reduce duplication ?
251         // GetAmmoPicture  GetAmmoName  notif_arg_item_wepammo  ammo_pickupevalfunc ?
252 }
253
254 #ifdef SVQC
255 int GetAmmoConsumptionPrimary(string netname)
256 // Returns ammo consumed per shot by the primary/default fire mode
257 {
258         switch (netname)
259         {
260                 case "arc":        return cvar("g_balance_arc_beam_ammo");
261                 case "devastator": return cvar("g_balance_devastator_ammo");
262                 case "machinegun": return cvar("g_balance_machinegun_sustained_ammo");
263                 case "minelayer":  return cvar("g_balance_minelayer_ammo");
264                 case "seeker":     return cvar("g_balance_seeker_tag_ammo");
265                 default:           return cvar(strcat("g_balance_", netname, "_primary_ammo"));
266         }
267 }
268 #endif
269
270 #ifdef CSQC
271 int GetAmmoTypeFromNum(int i)
272 {
273         switch (i)
274         {
275                 case 0: return RES_SHELLS;
276                 case 1: return RES_BULLETS;
277                 case 2: return RES_ROCKETS;
278                 case 3: return RES_CELLS;
279                 case 4: return RES_PLASMA;
280                 case 5: return RES_FUEL;
281                 default: return RES_NONE;
282         }
283 }
284
285 int GetAmmoStat(int ammotype)
286 {
287         switch (ammotype)
288         {
289                 case RES_SHELLS: return STAT_SHELLS;
290                 case RES_BULLETS: return STAT_NAILS;
291                 case RES_ROCKETS: return STAT_ROCKETS;
292                 case RES_CELLS: return STAT_CELLS;
293                 case RES_PLASMA: return STAT_PLASMA.m_id;
294                 case RES_FUEL: return STAT_FUEL.m_id;
295                 default: return -1;
296         }
297 }
298 #endif
299
300 string W_Sound(string w_snd)
301 {
302         string output = strcat("weapons/", w_snd);
303         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
304         return M_ARGV(1, string);
305 }
306
307 string W_Model(string w_mdl)
308 {
309         string output = strcat("models/weapons/", w_mdl);
310         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
311         return M_ARGV(1, string);
312 }
313
314 #ifdef GAMEQC
315 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
316 {
317         switch (algn)
318         {
319                 default:
320                 case 3:
321                         // right alignment
322                         break;
323                 case 4:
324                         // left
325                         vecs.y = -vecs.y;
326                         break;
327                 case 1:
328                 case 2:
329                         // center
330                         vecs.y = 0;
331                         vecs.z -= 2;
332                         break;
333         }
334         return vecs;
335 }
336
337 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
338 {
339         string s;
340         if (visual)
341         {
342                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
343         }
344         else if (STAT(SHOOTFROMEYE))
345         {
346                 vecs.y = vecs.z = 0;
347         }
348         else if (STAT(SHOOTFROMCENTER))
349         {
350                 vecs.y = 0;
351                 vecs.z -= 2;
352         }
353         else if ((s = G_SHOOTFROMFIXEDORIGIN) != "")
354         {
355                 vector v = stov(s);
356                 if (y_is_right) v.y = -v.y;
357                 if (v.x != 0) vecs.x = v.x;
358                 vecs.y = v.y;
359                 vecs.z = v.z;
360         }
361         else  // just do the same as top
362         {
363                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
364         }
365
366         return vecs;
367 }
368
369 #define shotorg_adjust shotorg_adjust_values
370
371 /**
372  * supported formats:
373  *
374  * 1. simple animated model, muzzle flash handling on h_ model:
375  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
376  *      tags:
377  *        shot = muzzle end (shot origin, also used for muzzle flashes)
378  *        shell = casings ejection point (must be on the right hand side of the gun)
379  *        weapon = attachment for v_tuba.md3
380  *    v_tuba.md3 - first and third person model
381  *    g_tuba.md3 - pickup model
382  *
383  * 2. simple animated model, muzzle flash handling on v_ model:
384  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
385  *      tags:
386  *        weapon = attachment for v_tuba.md3
387  *    v_tuba.md3 - first and third person model
388  *      tags:
389  *        shot = muzzle end (shot origin, also used for muzzle flashes)
390  *        shell = casings ejection point (must be on the right hand side of the gun)
391  *    g_tuba.md3 - pickup model
392  *
393  * 3. fully animated model, muzzle flash handling on h_ model:
394  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
395  *      tags:
396  *        shot = muzzle end (shot origin, also used for muzzle flashes)
397  *        shell = casings ejection point (must be on the right hand side of the gun)
398  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
399  *    v_tuba.md3 - third person model
400  *    g_tuba.md3 - pickup model
401  *
402  * 4. fully animated model, muzzle flash handling on v_ model:
403  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
404  *      tags:
405  *        shot = muzzle end (shot origin)
406  *        shell = casings ejection point (must be on the right hand side of the gun)
407  *    v_tuba.md3 - third person model
408  *      tags:
409  *        shot = muzzle end (for muzzle flashes)
410  *    g_tuba.md3 - pickup model
411  *
412  * writes:
413  *   this.origin, this.angles
414  *   this.weaponchild
415  *   this.movedir, this.view_ofs, this.movedir_aligned
416  *   attachment stuff
417  *   anim stuff
418  * to free:
419  *   call again with ""
420  *   remove the ent
421  */
422 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
423 {
424         if (name == "")
425         {
426                 vector oldmin = this.mins, oldmax = this.maxs;
427                 setmodel(this, MDL_Null);
428                 setsize(this, oldmin, oldmax);
429                 if (this.weaponchild) delete(this.weaponchild);
430                 this.weaponchild = NULL;
431                 this.movedir = '0 0 0';
432                 this.spawnorigin = '0 0 0';
433                 this.oldorigin = '0 0 0';
434                 this.anim_fire1  = '0 1 0.01';
435                 this.anim_fire2  = '0 1 0.01';
436                 this.anim_idle   = '0 1 0.01';
437                 this.anim_reload = '0 1 0.01';
438         }
439         else
440         {
441                 // if there is a child entity, hide it until we're sure we use it
442                 if (this.weaponchild) this.weaponchild.model = "";
443                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
444                 int v_shot_idx;  // used later
445                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
446
447                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
448                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
449                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
450                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
451                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
452                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
453
454                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
455                 // if we don't, this is a "real" animated model
456                 string t;
457                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
458                 {
459                         if (!this.weaponchild)
460                         {
461                                 this.weaponchild = new(weaponchild);
462 #ifdef CSQC
463                                 this.weaponchild.drawmask = MASK_NORMAL;
464                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
465 #endif
466                         }
467                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
468                         setsize(this.weaponchild, '0 0 0', '0 0 0');
469                         setattachment(this.weaponchild, this, t);
470                 }
471                 else
472                 {
473                         if (this.weaponchild) delete(this.weaponchild);
474                         this.weaponchild = NULL;
475                 }
476
477                 setsize(this, '0 0 0', '0 0 0');
478                 setorigin(this, '0 0 0');
479                 this.angles = '0 0 0';
480                 this.frame = 0;
481 #ifdef SVQC
482                 this.viewmodelforclient = NULL;
483 #else
484                 this.renderflags &= ~RF_VIEWMODEL;
485 #endif
486                 if (v_shot_idx)  // v_ model attached to invisible h_ model
487                 {
488                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
489                 }
490                 else
491                 {
492                         int idx;
493                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
494                         {
495                                 this.movedir = gettaginfo(this, idx);
496                         }
497                         else
498                         {
499                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
500                                         this.model);
501                                 this.movedir = '0 0 0';
502                         }
503                 }
504                 {
505                         int idx = 0;
506                         // v_ model attached to invisible h_ model
507                         if (this.weaponchild
508                                 && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
509                         {
510                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
511                         }
512                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
513                         {
514                                 this.spawnorigin = gettaginfo(this, idx);
515                         }
516                         else
517                         {
518                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
519                                         this.model);
520                                 this.spawnorigin = this.movedir;
521                         }
522                 }
523                 if (v_shot_idx)
524                 {
525                         this.oldorigin = '0 0 0';  // use regular attachment
526                 }
527                 else
528                 {
529                         int idx;
530                         if (this.weaponchild)
531                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
532                         else
533                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
534                         if (idx)
535                         {
536                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
537                         }
538                         else
539                         {
540                                 LOG_WARNF(
541                                         "weapon model %s does not support the 'handle' tag "
542                                         "and neither does the v_ model support the 'shot' tag, "
543                                         "will display muzzle flashes TOTALLY wrong\n",
544                                         this.model);
545                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
546                         }
547                 }
548
549 #ifdef SVQC
550                 this.viewmodelforclient = this.owner;
551 #else
552                 this.renderflags |= RF_VIEWMODEL;
553 #endif
554         }
555
556         this.view_ofs = '0 0 0';
557         this.movedir_aligned = this.movedir;
558
559         if (this.movedir.x >= 0)
560         {
561                 //int algn = STAT(GUNALIGN, this.owner);
562                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
563         #ifdef SVQC
564                 this.m_gunalign = algn;
565         #endif
566                 vector v = this.movedir;
567                 this.movedir = shotorg_adjust(v, false, false, algn);
568                 this.movedir_aligned = shotorg_adjust(v, false, true, algn);
569                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
570         }
571         int compressed_shotorg = compressShotOrigin(this.movedir);
572         // make them match perfectly
573 #ifdef SVQC
574         // null during init
575         if (this.owner) STAT(SHOTORG, this.owner) = compressed_shotorg;
576 #endif
577         this.movedir = decompressShotOrigin(compressed_shotorg);
578
579         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
580
581         // check if an instant weapon switch occurred
582         setorigin(this, this.view_ofs);
583         if (!_anim) return;
584         // reset animstate now
585         this.wframe = WFRAME_IDLE;
586         setanim(this, this.anim_idle, true, false, true);
587 }
588 #endif
589
590 #ifdef GAMEQC
591
592 REGISTER_NET_TEMP(wframe)
593 #ifdef CSQC
594 NET_HANDLE(wframe, bool isNew)
595 {
596         WFRAME fr = ReadByte();
597         float t = ReadFloat();
598         int slot = ReadByte();
599         bool restartanim = ReadByte();
600         entity wepent = viewmodels[slot];
601         if(fr == WFRAME_IDLE)
602                 wepent.animstate_looping = false; // we don't need to enforce idle animation
603         else
604         {
605                 vector a = '0 0 0';
606                 switch(fr)
607                 {
608                         default:
609                         case WFRAME_IDLE: a = wepent.anim_idle; break;
610                         case WFRAME_FIRE1: a = wepent.anim_fire1; break;
611                         case WFRAME_FIRE2: a = wepent.anim_fire2; break;
612                         case WFRAME_RELOAD: a = wepent.anim_reload; break;
613                 }
614                 a.z *= t;
615                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
616         }
617         wepent.state = ReadByte();
618         wepent.weapon_nextthink = ReadFloat();
619         switch (wepent.state)
620         {
621                 case WS_RAISE:
622                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
623                         break;
624                 case WS_DROP:
625                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
626                         break;
627                 default:
628                         wepent.weapon_switchdelay = 0;
629                         break;
630         }
631         return true;
632 }
633 #endif
634
635 #ifdef SVQC
636 void wframe_send(entity actor, entity weaponentity, int wepframe, float attackrate, bool restartanim)
637 {
638         if (!IS_REAL_CLIENT(actor)) return;
639         int channel = MSG_ONE;
640         msg_entity = actor;
641         WriteHeader(channel, wframe);
642         WriteByte(channel, wepframe);
643         WriteFloat(channel, attackrate);
644         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
645         WriteByte(channel, restartanim);
646         WriteByte(channel, weaponentity.state);
647         WriteFloat(channel, weaponentity.weapon_nextthink);
648 }
649 #endif
650
651 REGISTER_NET_C2S(w_whereis)
652 #ifdef SVQC
653 void Weapon_whereis(Weapon this, entity cl);
654 NET_HANDLE(w_whereis, bool)
655 {
656         Weapon wpn = ReadRegistered(Weapons);
657         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
658         return true;
659 }
660 #else
661 void w_whereis(Weapon this)
662 {
663         int channel = MSG_C2S;
664         WriteHeader(channel, w_whereis);
665         WriteRegistered(Weapons, channel, this);
666 }
667 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
668 {
669         switch (request)
670         {
671                 case CMD_REQUEST_COMMAND:
672                 {
673                         string s = argv(1);
674                         if (s == "all")
675                         {
676                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
677                                 return;
678                         }
679                         if (s == "unowned")
680                         {
681                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
682                                 return;
683                         }
684                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
685                         {
686                                 w_whereis(it);
687                                 return;
688                         });
689                 }
690                 default:
691                         LOG_INFOF("Incorrect parameters for ^2%s^7", argv(0));
692                 case CMD_REQUEST_USAGE:
693                 {
694                         LOG_HELP("Usage:^3 cl_cmd weapon_find weapon");
695                         LOG_HELP("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
696                         return;
697                 }
698         }
699 }
700 #endif
701
702 #ifdef SVQC
703 void W_MuzzleFlash_Model_AttachToShotorg(entity actor, .entity weaponentity, entity flash, vector offset)
704 {
705         flash.owner = actor;
706         flash.angles_z = random() * 360;
707
708         entity view = actor.(weaponentity);
709         entity exterior = actor.exteriorweaponentity;
710
711         if (view.oldorigin.x > 0)
712         {
713                 setattachment(flash, exterior, "");
714                 setorigin(flash, view.oldorigin + offset);
715         }
716         else
717         {
718                 if (gettagindex(exterior, "shot")) setattachment(flash, exterior, "shot");
719                 else setattachment(flash, exterior, "tag_shot");
720                 setorigin(flash, offset);
721         }
722 }
723 #elif defined(CSQC)
724 void W_MuzzleFlash_Model_AttachToShotorg(entity wepent, entity flash, vector offset)
725 {
726         flash.owner = wepent;
727         flash.angles_z = random() * 360;
728
729         if (gettagindex(wepent, "shot")) setattachment(flash, wepent, "shot");
730         else setattachment(flash, wepent, "tag_shot");
731         setorigin(flash, offset);
732 }
733 #endif
734
735 void W_MuzzleFlash_Model_Think(entity this)
736 {
737         this.frame += 2;
738         this.scale *= 0.5;
739         this.alpha -= 0.25;
740         this.nextthink = time + 0.05;
741
742         if(this.alpha <= 0)
743         {
744                 setthink(this, SUB_Remove);
745                 this.nextthink = time;
746                 this.realowner.muzzle_flash = NULL;
747                 return;
748         }
749 }
750
751 void W_MuzzleFlash_Model(entity wepent, entity muzzlemodel)
752 {
753         if(wepent.muzzle_flash == NULL)
754                 wepent.muzzle_flash = spawn();
755
756         entity flash = wepent.muzzle_flash;
757         setmodel(flash, muzzlemodel); // precision set below
758
759         flash.scale = 0.75;
760         setthink(flash, W_MuzzleFlash_Model_Think);
761         flash.nextthink = time + 0.02;
762         flash.frame = 2;
763         flash.alpha = 0.75;
764         flash.angles_z = random() * 180;
765         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT;
766         flash.owner = flash.realowner = wepent;
767
768 #ifdef CSQC
769         flash.drawmask = MASK_NORMAL;
770 #endif
771 }
772
773 REGISTER_NET_TEMP(w_muzzleflash)
774
775 #ifdef SVQC
776 void W_MuzzleFlash(Weapon thiswep, entity actor, .entity weaponentity, vector shotorg, vector shotdir)
777 {
778         // don't show an exterior muzzle effect for the off-hand
779         if(weaponslot(weaponentity) == 0)
780         {
781                 Send_Effect_Except(thiswep.m_muzzleeffect, shotorg, shotdir * 1000, 1, actor);
782
783                 if(thiswep.m_muzzlemodel != MDL_Null)
784                 {
785                         W_MuzzleFlash_Model(actor.exteriorweaponentity, thiswep.m_muzzlemodel);
786                         W_MuzzleFlash_Model_AttachToShotorg(actor, weaponentity, actor.exteriorweaponentity.muzzle_flash, '5 0 0');
787                 }
788         }
789
790         FOREACH_CLIENT(it == actor || (IS_SPEC(it) && it.enemy == actor),
791         {
792                 if(!IS_REAL_CLIENT(it))
793                         continue;
794                 int channel = MSG_ONE;
795                 msg_entity = it;
796                 WriteHeader(channel, w_muzzleflash);
797                 WriteByte(channel, thiswep.m_id);
798                 WriteByte(channel, weaponslot(weaponentity));
799                 WriteVector(channel, shotorg);
800         });
801 }
802 #elif defined(CSQC)
803 NET_HANDLE(w_muzzleflash, bool isNew)
804 {
805         return = true;
806         int weapon_id = ReadByte();
807         int slot = ReadByte();
808         vector sv_shotorg = ReadVector();
809
810         Weapon thiswep = REGISTRY_GET(Weapons, weapon_id);
811         vector viewangles = getpropertyvec(VF_CL_VIEWANGLES);
812         vector forward, right, up;
813         MAKE_VECTORS(viewangles, forward, right, up);
814
815         if(autocvar_chase_active)
816         {
817                 // in third person mode, show the muzzle flash from the server side weapon position
818                 // we don't have a view model to reference in this case
819                 pointparticles(thiswep.m_muzzleeffect, sv_shotorg, forward * 1000, 1);
820                 return;
821         }
822         if(!autocvar_r_drawviewmodel) return;
823
824         entity wepent = viewmodels[slot];
825         // get the local player entity to calculate shot origin
826         entity rlplayer = CSQCModel_server2csqc(player_localentnum - 1);
827         if(!rlplayer)
828                 rlplayer = csqcplayer; // fall back to the global
829
830         vector md = wepent.movedir_aligned;
831         vector vecs = ((md.x > 0) ? md : '0 0 0');
832         vector dv = forward * vecs.x + right * -vecs.y + up * vecs.z;
833         vector org = rlplayer.origin + rlplayer.view_ofs + dv;
834
835         pointparticles(thiswep.m_muzzleeffect, org, forward * 1000, 1);
836
837         if(thiswep.m_muzzlemodel != MDL_Null)
838         {
839                 W_MuzzleFlash_Model(wepent, thiswep.m_muzzlemodel);
840                 W_MuzzleFlash_Model_AttachToShotorg(wepent, wepent.muzzle_flash, '5 0 0');
841         }
842 }
843 #endif
844
845
846 #endif
847
848 #endif